1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="SceneTree" inherits="MainLoop" version="4.0">
<brief_description>
Manages the game loop via a hierarchy of nodes.
</brief_description>
<description>
As one of the most important classes, the [SceneTree] manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded.
You can also use the [SceneTree] to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. an "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once.
[SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop.
</description>
<tutorials>
<link title="SceneTree">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link>
<link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link>
</tutorials>
<methods>
<method name="call_group" qualifiers="vararg">
<return type="Variant">
</return>
<argument index="0" name="group" type="StringName">
</argument>
<argument index="1" name="method" type="StringName">
</argument>
<description>
Calls [code]method[/code] on each member of the given group. You can pass arguments to [code]method[/code] by specifying them at the end of the method call.
[b]Note:[/b] [method call_group] will always call methods with an one-frame delay, in a way similar to [method Object.call_deferred]. To call methods immediately, use [method call_group_flags] with the [constant GROUP_CALL_REALTIME] flag.
</description>
</method>
<method name="call_group_flags" qualifiers="vararg">
<return type="Variant">
</return>
<argument index="0" name="flags" type="int">
</argument>
<argument index="1" name="group" type="StringName">
</argument>
<argument index="2" name="method" type="StringName">
</argument>
<description>
Calls [code]method[/code] on each member of the given group, respecting the given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] by specifying them at the end of the method call.
[b]Note:[/b] Group call flags are used to control the method calling behavior. If the [constant GROUP_CALL_REALTIME] flag is present in the [code]flags[/code] argument, methods will be called immediately. If this flag isn't present in [code]flags[/code], methods will be called with a one-frame delay in a way similar to [method call_group].
</description>
</method>
<method name="change_scene">
<return type="int" enum="Error">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Changes the running scene to the one at the given [code]path[/code], after loading it into a [PackedScene] and creating a new instance.
Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [code]path[/code] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if that scene cannot be instantiated.
[b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene] call.
</description>
</method>
<method name="change_scene_to">
<return type="int" enum="Error">
</return>
<argument index="0" name="packed_scene" type="PackedScene">
</argument>
<description>
Changes the running scene to a new instance of the given [PackedScene].
Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.
[b]Note:[/b] The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the [method change_scene_to] call.
</description>
</method>
<method name="create_timer">
<return type="SceneTreeTimer">
</return>
<argument index="0" name="time_sec" type="float">
</argument>
<argument index="1" name="process_always" type="bool" default="true">
</argument>
<description>
Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. If [code]process_always[/code] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer.
Commonly used to create a one-shot delay timer as in the following example:
[codeblocks]
[gdscript]
func some_function():
print("start")
yield(get_tree().create_timer(1.0), "timeout")
print("end")
[/gdscript]
[csharp]
public async void SomeFunction()
{
GD.Print("start");
await ToSignal(GetTree().CreateTimer(1.0f), "timeout");
GD.Print("end");
}
[/csharp]
[/codeblocks]
The timer will be automatically freed after its time elapses.
</description>
</method>
<method name="create_tween">
<return type="Tween">
</return>
<description>
Creates and returns a new [Tween].
</description>
</method>
<method name="get_first_node_in_group">
<return type="Node">
</return>
<argument index="0" name="group" type="StringName">
</argument>
<description>
</description>
</method>
<method name="get_frame" qualifiers="const">
<return type="int">
</return>
<description>
Returns the current frame number, i.e. the total frame count since the application started.
</description>
</method>
<method name="get_network_connected_peers" qualifiers="const">
<return type="PackedInt32Array">
</return>
<description>
Returns the peer IDs of all connected peers of this [SceneTree]'s [member network_peer].
</description>
</method>
<method name="get_network_unique_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the unique peer ID of this [SceneTree]'s [member network_peer].
</description>
</method>
<method name="get_node_count" qualifiers="const">
<return type="int">
</return>
<description>
Returns the number of nodes in this [SceneTree].
</description>
</method>
<method name="get_nodes_in_group">
<return type="Array">
</return>
<argument index="0" name="group" type="StringName">
</argument>
<description>
Returns a list of all nodes assigned to the given group.
</description>
</method>
<method name="get_processed_tweens">
<return type="Array">
</return>
<description>
Returns an array of currently exising [Tween]s in the [SceneTree] (both running and paused).
</description>
</method>
<method name="get_rpc_sender_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the sender's peer ID for the most recently received RPC call.
</description>
</method>
<method name="has_group" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="name" type="StringName">
</argument>
<description>
Returns [code]true[/code] if the given group exists.
</description>
</method>
<method name="has_network_peer" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if there is a [member network_peer] set.
</description>
</method>
<method name="is_network_server" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in server mode (listening for connections).
</description>
</method>
<method name="notify_group">
<return type="void">
</return>
<argument index="0" name="group" type="StringName">
</argument>
<argument index="1" name="notification" type="int">
</argument>
<description>
Sends the given notification to all members of the [code]group[/code].
</description>
</method>
<method name="notify_group_flags">
<return type="void">
</return>
<argument index="0" name="call_flags" type="int">
</argument>
<argument index="1" name="group" type="StringName">
</argument>
<argument index="2" name="notification" type="int">
</argument>
<description>
Sends the given notification to all members of the [code]group[/code], respecting the given [enum GroupCallFlags].
</description>
</method>
<method name="queue_delete">
<return type="void">
</return>
<argument index="0" name="obj" type="Object">
</argument>
<description>
Queues the given object for deletion, delaying the call to [method Object.free] to after the current frame.
</description>
</method>
<method name="quit">
<return type="void">
</return>
<argument index="0" name="exit_code" type="int" default="0">
</argument>
<description>
Quits the application at the end of the current iteration. Argument [code]exit_code[/code] can optionally be given (defaulting to 0) to customize the exit status code.
By convention, an exit code of [code]0[/code] indicates success whereas a non-zero exit code indicates an error.
For portability reasons, the exit code should be set between 0 and 125 (inclusive).
[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the iOS Human Interface Guidelines, the user is expected to close apps via the Home button.
</description>
</method>
<method name="reload_current_scene">
<return type="int" enum="Error">
</return>
<description>
Reloads the currently active scene.
Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member current_scene] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the scene cannot be instantiated.
</description>
</method>
<method name="set_auto_accept_quit">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
If [code]true[/code], the application automatically accepts quitting. Enabled by default.
For mobile platforms, see [method set_quit_on_go_back].
</description>
</method>
<method name="set_group">
<return type="void">
</return>
<argument index="0" name="group" type="StringName">
</argument>
<argument index="1" name="property" type="String">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
<description>
Sets the given [code]property[/code] to [code]value[/code] on all members of the given group.
</description>
</method>
<method name="set_group_flags">
<return type="void">
</return>
<argument index="0" name="call_flags" type="int">
</argument>
<argument index="1" name="group" type="StringName">
</argument>
<argument index="2" name="property" type="String">
</argument>
<argument index="3" name="value" type="Variant">
</argument>
<description>
Sets the given [code]property[/code] to [code]value[/code] on all members of the given group, respecting the given [enum GroupCallFlags].
</description>
</method>
<method name="set_quit_on_go_back">
<return type="void">
</return>
<argument index="0" name="enabled" type="bool">
</argument>
<description>
If [code]true[/code], the application quits automatically on going back (e.g. on Android). Enabled by default.
To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].
</description>
</method>
</methods>
<members>
<member name="current_scene" type="Node" setter="set_current_scene" getter="get_current_scene">
The current scene.
</member>
<member name="debug_collisions_hint" type="bool" setter="set_debug_collisions_hint" getter="is_debugging_collisions_hint" default="false">
If [code]true[/code], collision shapes will be visible when running the game from the editor for debugging purposes.
</member>
<member name="debug_navigation_hint" type="bool" setter="set_debug_navigation_hint" getter="is_debugging_navigation_hint" default="false">
If [code]true[/code], navigation polygons will be visible when running the game from the editor for debugging purposes.
</member>
<member name="edited_scene_root" type="Node" setter="set_edited_scene_root" getter="get_edited_scene_root">
The root of the edited scene.
</member>
<member name="multiplayer" type="MultiplayerAPI" setter="set_multiplayer" getter="get_multiplayer">
The default [MultiplayerAPI] instance for this [SceneTree].
</member>
<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled" default="true">
If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame].
If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
</member>
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the [SceneTree] will become a network server (check with [method is_network_server]) and will set the root node's network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to [SceneTree]'s signals.
</member>
<member name="paused" type="bool" setter="set_pause" getter="is_paused" default="false">
If [code]true[/code], the [SceneTree] is paused. Doing so will have the following behavior:
- 2D and 3D physics will be stopped. This includes signals and collision detection.
- [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.
</member>
<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections" default="false">
If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new incoming connections.
</member>
<member name="root" type="Window" setter="" getter="get_root">
The [SceneTree]'s root [Window].
</member>
</members>
<signals>
<signal name="connected_to_server">
<description>
Emitted whenever this [SceneTree]'s [member network_peer] successfully connected to a server. Only emitted on clients.
</description>
</signal>
<signal name="connection_failed">
<description>
Emitted whenever this [SceneTree]'s [member network_peer] fails to establish a connection to a server. Only emitted on clients.
</description>
</signal>
<signal name="files_dropped">
<argument index="0" name="files" type="PackedStringArray">
</argument>
<argument index="1" name="screen" type="int">
</argument>
<description>
Emitted when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.
</description>
</signal>
<signal name="network_peer_connected">
<argument index="0" name="id" type="int">
</argument>
<description>
Emitted whenever this [SceneTree]'s [member network_peer] connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).
</description>
</signal>
<signal name="network_peer_disconnected">
<argument index="0" name="id" type="int">
</argument>
<description>
Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
</description>
</signal>
<signal name="node_added">
<argument index="0" name="node" type="Node">
</argument>
<description>
Emitted whenever a node is added to the [SceneTree].
</description>
</signal>
<signal name="node_configuration_warning_changed">
<argument index="0" name="node" type="Node">
</argument>
<description>
Emitted when a node's configuration changed. Only emitted in [code]tool[/code] mode.
</description>
</signal>
<signal name="node_removed">
<argument index="0" name="node" type="Node">
</argument>
<description>
Emitted whenever a node is removed from the [SceneTree].
</description>
</signal>
<signal name="node_renamed">
<argument index="0" name="node" type="Node">
</argument>
<description>
Emitted whenever a node is renamed.
</description>
</signal>
<signal name="physics_frame">
<description>
Emitted immediately before [method Node._physics_process] is called on every node in the [SceneTree].
</description>
</signal>
<signal name="process_frame">
<description>
Emitted immediately before [method Node._process] is called on every node in the [SceneTree].
</description>
</signal>
<signal name="server_disconnected">
<description>
Emitted whenever this [SceneTree]'s [member network_peer] disconnected from server. Only emitted on clients.
</description>
</signal>
<signal name="tree_changed">
<description>
Emitted whenever the [SceneTree] hierarchy changed (children being moved or renamed, etc.).
</description>
</signal>
<signal name="tree_process_mode_changed">
<description>
This signal is only emitted in the editor, it allows the editor to update the visibility of disabled nodes. Emitted whenever any node's [member Node.process_mode] is changed.
</description>
</signal>
</signals>
<constants>
<constant name="GROUP_CALL_DEFAULT" value="0" enum="GroupCallFlags">
Call a group with no flags (default).
</constant>
<constant name="GROUP_CALL_REVERSE" value="1" enum="GroupCallFlags">
Call a group in reverse scene order.
</constant>
<constant name="GROUP_CALL_REALTIME" value="2" enum="GroupCallFlags">
Call a group immediately (calls are normally made on idle).
</constant>
<constant name="GROUP_CALL_UNIQUE" value="4" enum="GroupCallFlags">
Call a group only once even if the call is executed many times.
</constant>
</constants>
</class>
|